// Enemy-related data
struct EnemyData
{
	edict_t			*Entity; // round-about linked entity
	CharacterData	*Owner;

	uint64			BaseExperience;
	uint8			Level;

	bool			HasMoveTo;
	vec3_t			MoveTo;
	CharacterData	*SelectedBy;

	bool			HasNavPath;
	int				CurrentIndex;
	NavPath_t		Path;

	float			LastSightTime;
};

void Enemy_CheckExperience(EnemyData *enemy, CharacterData *attacker);
